What's YOUR Star Wars RPG about?

Discussion in 'Games: RPG & Miniatures' started by Malshabek, Feb 26, 2003.

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  1. Padawan_John Jedi Padawan

    Member Since:
    Mar 10, 2002
    star 4
    Our current campaign has taken a few turns. The first session, the PCs were running weapons that were to be delivered to a Rebel contact. Well, they decided to turn around and sell the weapons to Groola the Hutt on Corellia. He, in turn, sold them to the Rebels, but at a greatly inflated price. Given certain mishaps, however, and run-ins with the Empire, the PCs have decided that its best to stay far, far away from the Core Worlds.

    During the second session, the PCs were contacted by Groola once again, and told to meet him on Nar Shadda. They did, and brokered a deal to work "with" the Hutt on certain jobs - mostly of the covert transport type. They used some of the money they made from selling weapons to upgrade their ship and personal effects. Then, a large-scale bar brawl ensued (when is there not a bar brawl in one of our games?)

    The third session, last night, had the PCs smuggling a shipment of rare and expensive intoxicating beverages from Nar Shadda to Tatooine. Their ship was interdicted by a powerful pirate cartel, consisting of a Corvette, a Nebulon-B, and two fighter squadrons. The PCs decided to power-down and let the pirates board their ship. Well, two of the PCs hid (one has a ShadowSuit), and the other two were captured.

    The interdiction field pulled another ship out of hyperspace, as well. It was pretty beat-up, with the reactor leaking a bit out the back end. There were huge red areas painted on the hull, and a handful of corpses chained to the bow. The pirates decided to evacuate the PCs ship, and made a run for it.

    This is where it got interesting: The pirates had blown the airlock doors of the PCs' ship during boarding, and the ship's pirmary quirk is that the doors don't always work like they're supposed to. Therefore, staying aboard and hoping to make their own escape wasn't exactly an option of the PCs. They had to sneak aboard the pirates' boarding ship (a small, heavily-armed shuttle) and stow away.

    So, now, leading up into next week, two of the PCs are sitting in cages aboard the pirate ship; two are hiding in the cargo bay; their cargo is aboard this pirate shuttle; and they're outnumbered by the pirates 500:1.

    Oh, and there are Reavers chasing the pirate ships.

    NYAR!
    [face_devil]
  2. MacetheCouncillor Jedi Master

    Member Since:
    Dec 4, 2003
    star 3
    In my current SWRPG, the players are two Jedi Padawan's who, allong with their masters, help the government of Corellia fight a wicked terrorist organization (sponsored by the Trade Federation). It takes place in Coronet four years after Episode I.
  3. whiskers Jedi Master

    Member Since:
    May 19, 2005
    star 4
    I'm currently running an Episode I Infinities campaign right now, here's a summary of events.

    The game starts aboard the Queen's Starship right after they attempt to escape the Trade Federation blockade of Naboo. R2-D2 is able to repair the shields before any major damage is done to the hyperdrive, enabling the party to actually be able to reach Coruscant with the Queen. The initial cast of characters was Qui-Gon Jinn, Obi-Wan Kenobi, and Jar Jar Binks (we need a little comedic relief.)

    Upon arriving on Coruscant, the party is greeted by Chancellor Valorum and Senator Palpatine. The two politicians are relieved to see Padme alive and well and thank the Jedi for their service to the Republic. Valorum arranges a transport back to the Jedi Temple for the two Jedi and quarters for the Queen and the rest of the Naboo delegation. Senator Palpatine introduces himself to Jar Jar and offers a tour of Coruscant to the marveled Gungan.

    In the Jedi Temple, Qui-Gon and Obi-Wan are debriefed on the mission to Naboo, Qui-Gon heavily supports the Jedi and Republic going to Naboo and liberating it. He is reprimanded by Mace Windu, and says that such an action must be decided by the Senate. Yoda fears that Trade Federation spies and assassins may pose a threat to Queen Amidala, and puts up a motion for the Jedi to act as bodyguards for her.

    After leaving the Council chambers, Qui-Gon and Obi-Wan run into Master Dooku. The conversation turns into their new assignments, and Dooku's new Padawan learner.

    A little while afterward, Darth Sidious and Darth Maul convene in the underbelly of Coruscant. Sidious informs Maul of a complication in their plan, and tells him of Qui-Gon and Obi-Wan's mission to protect the Queen. Maul is impatient, and informs his Master of his wish to destroy the two Jedi personally. Sidious informs Maul of a distraction provided by his informant in the Jedi Temple, and tells Maul to be patient a while longer.

    That night, Qui-Gon notices that something amiss as the handmaiden Padme seems to keep disappearing and reappearing depending on the circumstances. He asks Panaka about this, and gets a very bad excuse involving an illness.

    The next morning; Qui-Gon, Obi-Wan, Queen Amidala, Senator Palpatine, and even Jar Jar Binks gather in the Senate to testify against the Trade Federation. Jar Jar is the first to testify to hilarious results, and finally Padme takes the stand. She begins her testimony, but is quickly interrupted by Lott Dodd, who convinces Valorum to send an investigative committee to find out the truth over the situation. Amidala proposes her Vote of No Confidence and Valorum is quickly voted out of office before the Jedi can even testify.

    Later that night, Qui-Gon and Obi-Wan resume their guard of Amidala in one of Palpatine's guest apartments, Qui-Gon senses a slight disturbance in the Force coming from Jar Jar's room, and finds Jango Fett just finishing cutting through the window. Jango fires a few shots at Qui-Gon, but they are deflected away. Qui-Gon calmly pulls the two blasters out of Jango's hands with the Force and moves to arrest him. Obi-Wan runs into the room and alerts Captain Panaka of an intruder. Disarmed of his pistols by Qui-Gon and knowing that if he tries anything Qui-Gon's lightsaber would cut through his throat, Jango wisely surrenders.

    Up on an adjacent rooftop, Darth Maul sneers in disgust and revs up his speeder bike. He crashes through Padme's window, and Obi-Wan is the first to arrive on the scene. He recognizes the crashed bike as very similar to the one he saw a few days ago while investigating the disappearance of Darsha Assant. Padme cowers in a corner as Maul ignites one edge of his lightsaber. Maul ignores Padme and decides to fight Obi-Wan. Qui-Gon enters the room after hearing the crash, and the battle begins.

    Obi-Wan suffers a major wound early on, and Qui-Gon and Maul battle alone in the Queen's room. The battle is equal, but Maul is finally able to kill Qui-Gon. He moves to finish off Jango and the guards, but due t
  4. Jedi_Winter_Knight Jedi Youngling

    Member Since:
    Oct 30, 2005
    It sounds like an excellent game!

    My game (End of an Era) Is set in the Ep 1-3 timeline. There are two Jedi (one guardian, one consular), and a Wookie bounty hunter. *later a 4th player, who enters as a Fallen Jedi, that is being turned back to the light side

    It began with the Pc on Corruscant saving SC Valorum from a terrorist group, which led them into going out looking for the cell leader (which the Jedi hired a bounty hunter 3rd PC to assist in finding, as he had special knowledge of the man)

    The group went on several "missions" for the council saving a commercial flight (even though several celebs on board tried to blame the Jedi for what had happened to them; and the PCs had to deal with the "Media" afterward, with an arrogant self-centered actor screaming "Im a survivor! IM A SURVIVOR!" into the camera lens. The Wookie had to be restrained from attacking the media... it was pretty funny. They went from there on to cleanse a Sith spirit from a cave that held a Holocron/tomb of an ancient Sith warrior.
    They did defeat the spirit, but the Sith Spirit slew the Guardians Master. To make matters worse, the PC Consular Jedi Master (who has tagged along in the background) began to show "too much" interest in the Sith Holocron during the trip home, and began questioning the fact he should give it up, and it required further study. It was argued that was best decided by the Counsel...(the item was ultimately returned to the Council; and the PC Consular's master was admonished).


    They then found the "mark" they had been searching for on the (Vegas style planet) Vorzyd V, and while the Wookie used his abilities to track down the cell leader to a Casino, the Consular Jedi Master began to fall to the dark side, as he met up with Set Harth, (A darksider who is extremely wealthy and has managed to stay alive for a very long time by transferring his essence into clone bodies of himself) who took him in as one of his own. After apprehending the cell leader (quite easily) the group attention turned to finding the Consular's Master. But were called away for an important mission before they could conclude the search...

    They saved a planet from the ravages of a deadly disease, stopped the distribution of an extremely additive super narcotic, and threw down a Hutt house, and acquired a very powerful freighter for the groups personal use. The Consular Jedi realized he had a "heroic quality" regarding healing (body and mind), the Guardian character began to take on the role of the leader...

    They then followed a lead that lead to the consular PC master, who was waiting for them at the space port. He brought them to a cloaked space station orbiting Vorzyd V(after taking an oath from both Jedi that they would provoke no hostility, and leave peacefully when asked as soon as they reached the destination. After much conversing the two Jedi agreed, and gave their word)....
    What they found drew quite a shocked response, they found none other than... Darth maul (or what was left of him) in a coma, tied to machines keeping his body alive in a small medical facility. The Guardian said nothing the entire time, and it was apparent he was very angry and quite willing to strike down maul where he lay as well as the Dark sider who was introduced to them, but keeping his word,and allowing the Consular to deal with this "diplomatic issue" remained composed. The party learned that Set Harth had an interest in what was transpiring with the Sith, and he had at great expense and effort managed to save Maul, even though he had been in a coma since his grievous wounding... Harth then persuaded the Consular to use his healing power to meld with Maul and bring him out of the catatonic state(somehow he was aware of the Consular special ability; resourceful guy that Harth)... the consular then felt he may be able to help maul (turn) if given enough time, even though the guardian vehemently protested. During the discussion the two were asked to leave, and Harth disappeared. True to their word they did leave peacefully in a shuttle pi
  5. Lord_John Jedi Youngling

    Member Since:
    Dec 29, 2004
    For the past 9 months or so I have been hosting a campaign set around the Sith War, in the time of the Qel-Droma brothers and what not. I just wanted to find another Game Master who would like to collaborate on ideas for this era. A PM would be awesome.
  6. Master_Uxi Jedi Youngling

    Member Since:
    Jun 26, 2005
    star 3
    1) Original game was set in the class time period between ANH and TESB. We were working close to TESB when we kinda drifted off into other things.

    2) 2nd campaign was about a Merc group (A-Team style) set in the early New Republic period (before Thrawn's campaign).

    3) Next campaign is still ongoing set in the TotJ era before The Sith War. The Jedi convocation at Mount Meru at Deneba happened a short time ago (which the players were attending), which the Krath attacked. The Players are mostly Jedi apprentices and wanna be apprentices (one just doesn't have the Jedi mindset and has been refused training after he frequently fails the tests of the Masters, though he's quite strong in the Force and has uncontrollable wild talents ). 2 of the apprentices are on the verge of Knighthood.

    The campaign spreads the breadth of Galactic Republic, but it primarily concentrated at a sector at the edge of the Expanded Rim (aka Expansion Region), almost to the Galactic Frontier (though currently the players are in the Core Worlds and on Coruscant in particular). Ossus is another frequent place of visit. Dark side, Sith inspired cults, are popping up all over the galaxy and there's then there's the unrest in the Galactic Core over the Krath Coup in the Empress Teta system. And then there's the usual interplanetary disputes, civil wars, etc... bushfires are popping up all over the Republic at an alarming rate.

    It all started decades previously when a Jedi Knight fell into the dark side. His objectives not fully understood, he set himself as tin-pot dictator on a previously democratic world that was under the auspices of the Republic Mining Guild. Eventually his Jedi Master and his (then) new apprentice found out, and came and took him out after a campaign. The world having suffered the brutality of the brief regime of the dark Jedi seceeded from the Republic and outlawed Jedi presence in their system. The Mining Guild lost their rich assets promptly arranged a blockade of the system and various attempts at diplomacy failed to accomplish anything as did the Mining Guild assaults to obtain compensation/reparations, which were bloodily repulsed.

    The Jedi Master's apprentice returned with his own apprentices, but they were slain under mysterious circumstances whereby 2 of the 3 apprentices fell to the dark side. The Jedi Master gather 2 other Masters and they decided to set up a Jedi Temple in the region. It's primary purposes to be a center of Jedi activity for the entire region and from there take the peace and justice of the Jedi to the Galactic Frontier and to contain the dillemma between the Mining Guild and the renegade world.
    At the same time attempt to contain one of these dark side cults that's popped up and is spreading through nearby sectors.

    The renegade world, suffering under decades of embargo has proclaimed themselves an "open port" offering an open haven to the Fringe. 2 Hutt Kadjics have openly offered aid and smugglers and pirates throughout the galaxy have come calling, often bringing supplies and luxury goods in exchange for the mineral wealth of the rogue system. The Republic military presence is fairly small in this backwater sector and there's an open war between the Mining Guild and Hutts. Attempts in the Senate to resolve the conflict one way or the other fail before serious dispute between a larger debate over commercial interests versus the pursuit of legal justice. Moreover, the cult in the region has recently been linked to the Krath in the Core Worlds, though the Shadow Jedi Master at the Temple has sensed the presence of the Ancient Sith. The new Jedi Temple in the area come under direct attack by the cultists while they the Jedi were dispersed attempting to contain pirates and smugglers and investigating the cults on various worlds. The attack was repulsed but the PCs are aware that there are larger events unfolding...

    And with the Jedi declared enemies of the Krath, who attacked the Jedi Assembly at Deneba, the Krath in the Deep Core have moved to open piracy... The
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